Mudlet: Ōtsutsuki Interface
"In all chaos there is a cosmos, in all disorder a secret order."
Ōtsutsuki Interface (GUI)
Other snapshots and a short video of space flight can be found here.
Ōtsutsuki Interface
Hey, everyone! I wanted to share with you all something I have been working on for the past few days. I just returned to Mudlet after months of waiting for Starmourn's release, and I've been having lots of fun with building various scripts and GUIs, so I thought I would share it with everyone. You'll find a short video above of what the UI looks like and most of the different features it offers thus far.
I've named it after my dynasty, so naturally, it is given freely to those who joined our family before the game's open beta. For everyone else, I request a modest fee of five (5) credits or five thousand (5,000) marks in-game. As stated before, I am a relatively new player to IREs, so it'll be interesting to see what challenges await me here.
Without further ado, this initial release of the Ōtsutsuki Interface contains:
- a flat design (minimalist user interface)
- a tabbed chat (communication captured via GMCP - no triggers needed)
- information (a quick overview of quests, room players, mobs & items, and combat afflictions/defences)
- map data (mudlet mapper plus in-game ground and space maps; will work on the hacking map when I next hack a terminal!)
- mindsim data (character status and wetwiring information as well as your current in-game target)
- f-key modules (different modules that you can toggle on and off via click or keybinding)
- stat gauges (tracks your resources - gauges will update for each class!)
- tabbed targeting (that's right, folks, rotating between your in-game targets is as easy as `Ctrl+/`)
Feel free to pass back any feedback and comments, suggestions or otherwise.
If you're interested in getting your hands on this, just let me know through whatever medium is most convenient for you.Happy mudding!
Changelog
[1.0.5] - 2018-12-25
#Added
- Starchart window will now show up for space travel.
- Target health now shows up on the MindSim interface.
- Wetwiring systems are now coloured based on their percentage.
- Ground map includes more room information.
#Changed
- Tabbed Chat now includes more channels.
[1.0.4] - 2018-12-23
#Added
- Space map now gags & includes prompt information.
- Fury gauge setup.
#Changed
- Mapper tabs now take up top left row to fit entire space map.
- Modified MindSim Interface spacing.
[1.0.3] - 2018-12-21
#Added
- Separate mob colour for those that can be bashed.
#Changed
- Text highlighting in the editor is now easier to detect.
- The input line highlight is now gone.
#Fixed
- Marks not being updated on the mindsim interface.
- Gauges being misplaced.
[1.0.2] - 2018-12-21
#Added
- "GUI.Loaded" event is now raised after initialisation.
- You can now rotate targets with the tab key.
- Gauges now work for every class!
#Changed
- Refactored code to initialise in one place.
#Fixed
- Mobs not updating properly upon being killed.
- Combat tab throwing class errors.
- MindSim font family should now work for everyone.
[1.0.1] - 2018-12-20
#Added
- Afflictions/Missing Defences now show up in the Combat tab.
#Changed
- Font sizes now harmonise with each other.
- Tabbed chat now autowraps text accordingly.
#Fixed
- Gauges interfering with the MindSim label.
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Comments
great job from the looks of it, though!
(Scatterhome): You say, "Which by my calculations, it's your turn to pay."
(Scatterhome): Brantar says, "That's what my calculations have come to."
(Scatterhome): Paavo says, "My math adds up to that, yeah."
(Scatterhome): Cal says, "Bastards."
"In all chaos there is a cosmos, in all disorder a secret order."
"In all chaos there is a cosmos, in all disorder a secret order."
"In all chaos there is a cosmos, in all disorder a secret order."
(Scatterhome): You say, "Which by my calculations, it's your turn to pay."
(Scatterhome): Brantar says, "That's what my calculations have come to."
(Scatterhome): Paavo says, "My math adds up to that, yeah."
(Scatterhome): Cal says, "Bastards."
I've decided instead of a fixed 5,000 mark price, it will change based upon the rising cost of credits sold in-game. So, from this point forward, if the highest CFS price is 1,500 marks, it'll be 7,500 marks for the GUI, and so forth.
I've added many new features to the GUI since its initial release thanks to the feedback of users who use it on a day to day basis, and I still have more ideas planned for the future.
"In all chaos there is a cosmos, in all disorder a secret order."
You're welcome to do what you want, of course. That's just a shitty way to go about it.
Or just 10% above average sale price.
"In all chaos there is a cosmos, in all disorder a secret order."
(Scatterhome): You say, "Which by my calculations, it's your turn to pay."
(Scatterhome): Brantar says, "That's what my calculations have come to."
(Scatterhome): Paavo says, "My math adds up to that, yeah."
(Scatterhome): Cal says, "Bastards."
To be honest, with that sort of logic I decided that I couldn't trust that the code was written well.
(Scatterhome): You say, "Which by my calculations, it's your turn to pay."
(Scatterhome): Brantar says, "That's what my calculations have come to."
(Scatterhome): Paavo says, "My math adds up to that, yeah."
(Scatterhome): Cal says, "Bastards."
Just the idea of highest CFS price was so absurd and silly I couldn't take it seriously anymore.
(Scatterhome): You say, "Which by my calculations, it's your turn to pay."
(Scatterhome): Brantar says, "That's what my calculations have come to."
(Scatterhome): Paavo says, "My math adds up to that, yeah."
(Scatterhome): Cal says, "Bastards."
Though, since @Maruna decided to butt herself in on my thread, I feel justified in pointing out I've skimmed through her package and seen that what she has to offer is fairly subpar in comparison. But hey, it's free, right?
"In all chaos there is a cosmos, in all disorder a secret order."